The product had to be more than just a clicker app, I had to map out all the steps in the players journey when looking at pickup basketball.

Steps involved with pickup basketball
Examining this journey, the MVP of the product would need to take account for the players playing in the current game, track the individual scores, and add them up into a tallied game score. With this information, I was able to craft a user journey for the proposed product.

Early-stage user flow
Workshopping this flow with interview participants revealed that any supplemental tech needs to be fast-paced to match the court action. Inputting everyone's name before entering the "input game stats" section would slow things down, leading to frustrations due to expensive and limited court time, so I made this step optional. Additionally, it was suggested that the flow should return users to the input game stats screen if the same number of players want to play again, reducing wait times.

Refined user flow
I had enough information to move on to the fun part: wireframing. I explored a variety of different styles of interaction for the input game stats function of this product and returned to my original interviewees for their feedback.
Rough ideation
Through this ideation exercise and feedback it was clear that incorporating all tracked stats in this module would be overwhelming for the user. I also consulting online basketball forums on Reddit and came to the conclusion that cataloguing points related stats would have the highest value.
This birthed the first iteration of Pickup:

Launch screen

Team select

Early stage stat tracker

Post-game screen
As the sole developer on the project, I wanted to create a smooth development process for myself. I handed off the prototypes into
Zeplin, and created cheat sheets for different components used in the app. I seamlessly organized and annotated each element, giving myself a comprehensive overview of the project. Zeplin's intuitive interface allowed me to view detailed specifications, pixel-perfect measurements, and style guides, ensuring precision in the implementation of the design.

Zeplin style sheet
With a coded prototype, I returned to my pickup spot and introduced the product to a new set of, more advanced participants. Veteran players initially resisted, but I demonstrated the product's benefits, particularly its ability to track scores, addressing a common difficulty. By the end of the session, many players were eager to check their shooting stats and shared how the tool would improve scorekeeping in the circuits they volunteer at.

Live testing
This exercise was valuable beyond validating the product's demand; it revealed design flaws. The game's fast pace meant my stat tracking buttons were too small, causing participants to fear hitting the wrong button or missing entirely, which would skew data. To address this, I redesigned the prototype with larger, single-use buttons and an undo button to revert recent changes. Testing showed these changes made the tool simpler to navigate and more reliable for stat tracking.
Before testing

After testing
